Do you miss something on BrainKing.com and would you like to see it here? Post your request into this board! If there is a more specific board for the request, (i.e. game rule changes etc) then it should be posted and discussed on that specific board.
rod03801: Its “bothersome” because a pawn made what seems to me to be a reasonable request and there has not been a reasonable response, other than what amount to “because I say so”. Are you saying that we should not support others unless we are in the same group? Don’t consider the handicapped for example unless you have the same problem?
Justaminute: It's pretty clear. There are rules on this site. People were breaking the rules. This was a way to minimize it. I'm not sure why it's so hard to understand, or why it should be so bothersome to a non-pawn.
rod03801: But why does it assist a paid member to create a pawn account, write a defamatory remark and delete it over doing the same thing with their main account? Unless such remarks can’t be tracked by pawns I don’t follow how this assists?
right...no one ever does this in an attempt to get under another players skin...or maybe push for an unwelcomed or non allowed post in response then delete the post that started it and act all innocent. and why would anyone dream up a few multi nics????? lol it is after all....just a game site.
Argomento: Re: there is a less likely chance that a paying member will create a pawn account to make a post that they wouldn't as a paying member as it could result in a ban on their paid membership
Vikings: So everyone is guilty until proven innocent and those who are innocent have to suffer because of a few!!
Far better to have a system that just logs all posts as they are posted/edited. Plus that stops the posting of nasty posts by a few who then delete them!!
Justaminute: yep - and anyway it's just a little game site, what could anyone possibly say here that is defamatory that actually matters in real life? lol
grenv: Agreed, sounds complete nonsense. How would a paying member cover his tracks by creating a pawn account, writing something defamatory and then deleting it, as opposed to writing it under their own name and then deleting it?
Vikings: Look, espionage and intrigue aside (sounds like nonsense paranoia to me)...
If you can post a message you should be able to edit it... after all the alternative is to simply add a second message correcting the first, which is kind of clumssssy
grenv: The reason is that without the possibility for a pawn to edit (or in other words get rid of the evidence), there is a less likely chance that a paying member will create a pawn account to make a post that they wouldn't as a paying member as it could result in a ban on their paid membership
Undertaker.: there is a reason for not being capable to edit post for pawns, and if a pawn wants it edited/deleted, they can have a moderator do it for them
There're several advantages for paid membership, one of them is correct our posts when we detect some mistake. However, i think that option should be allowed to all players, because the question is become our post more clear to everybody...
rabbitoid: Not recursively, just a single pass. I thought the typical situation in Anti Chess was that one player moves a piece and the opponent is forced to capture it, or am I wrong?
Fencer: recursively? Watch it, because there may be positions where both have only one available move. and since your s/w doesn't check repetitions in position you're looking at trouble.
rabbitoid: Actually it's not that difficult because some games are already checking if your opponent can make a move after submitting your move (all checkers variants, for instance). So it would be only modified to "check opponent's moves and if there is only one, insert it to the database" condition.
Thad, sacha : actually anti chess is different: it wouldn't exactly be auto-pass, it would be auto-move-the-only-available-option, and I'm sure this would be more much more difficult to code.
It's just like this message board. When I came and looked at it, my pointer pointed to seven new messages, but other users may have it point to a different number of new messages. A game might point to a different place, depending on when they last looked at it and how many moves (auto or played) have occurred.
"...is not wanting a game to "get away from you" in the event of a chain-autopass, such that when you look at it again you don't even recognize it as the same game you last moved on...."
I think it would be easily solved to still show every move for each play (with maybe an option to skip all autopass/move turns)
For for example. Turn 1 - Player A is on line, makes a move in a game - submit. (Other player has an auto), game right away come back to Player A. Turn 2 - Player A is on line, makes a move in a game - submit. (Other player has an auto), game right away come back to Player A. Turn 3 - Player A is on line, makes a move in a game - submit. (Other player has an auto), game right away come back to Player A. Turn 4 - Player A is on line, makes a move in a game - submit. (Other player has an auto), game right away come back to Player A. Turn 5 - Player A is on line, makes a move in a game - submit. (Other player has an auto), game right away come back to Player A. Turn 6 - Player A is on line, makes a move in a game - submit. (Other player now is able to make a turn, so game goes to Player B.
Later in the day, Player B comes on line - see's game, and SEE'S Turn 1 (Of course unless they have the skip option checked) Turn 1 - no move, hits submit. Since player A already made a move, game comes right back to Player B Turn 2 - no move, hits submit. Since player A already made a move, game comes right back to Player B Turn 3 - no move, hits submit. Since player A already made a move, game comes right back to Player B Turn 4 - no move, hits submit. Since player A already made a move, game comes right back to Player B Turn 5 - no move, hits submit. Since player A already made a move, game comes right back to Player B Turn 6 - Oh, they now are able to make a move - makes it, submits - and now game goes back to Player A
So 12 turns (6 for each player) is played quickly - moving the game along. Both players don't "miss" in action [unless then choose to skip it].
That way no one is "lost" or doesn't know what happens.
MTC: the only reason i can think of for disagreeing is not wanting a game to "get away from you" in the event of a chain-autopass, such that when you look at it again you don't even recognize it as the same game you last moved on. but even so, i can't see this as justification for not including the *option* of autopass in such games; it would just be a justification for a player who wants to avoid that situation leaving the autopass option unchecked for that game.
it seems clear to me that there should be an autopass option for every game in which it could conceivably be used, and whether to enable it or not should be left to the discretion of each individual player. problem solved!
Most games have certain positions where autopass/automove would be useful. That is, any position where there is only one legal move (including “pass”). I would use it in any game if it were available, it quite simply saves time. I am surprised whenever I see that others disagree.
Modificato da rabbitoid (2. Febbraio 2011, 10:21:40)
Fencer: By the way in chess there's a variant that could conceivably use auto-pass too: anti chess. But I don't think there are a lot of anti-chess players who would like to use that possibility. I certainly wouldn't.
plaintiger: The current model of games is not designed for mutual autopass (both players are unable to move several times in a row, which is very usual in Ludo games). You know, we started with Chess and similar games, and didn't expect to add games of this kind. However, the new (completely rewritten) game model will cover all different game aspects, including Ludo features. It will be included in the new version of BrainKing.
i can't help but think i've already wasted a lot more time dismissing games that i can't move on - to say nothing of all the other players who are doing the same thing - than it would take to implement auto-pass on BrainKing's end. is it a lot more involved than copying and pasting a few lines of code from one of the games that already features auto-pass? if it is, i'll be quiet (i try not to be a complainer as it is). but if it's something that would take five or ten minutes to do, i'd like to ask that it be moved up the priority list and done, so it can be checked off the list once and for all and forgotten. one less thing on the to-do list! woohoo!
that would save a lot of players a lot of wasted time and clicking, is all.
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